Commit Graph
7 Commits
Author SHA1 Message Date
dotCooCoo c770e3bfea Revolve: mesh export cuts an edge where it crosses another contour
Mesh export decided whether an edge walls a hole at the edge's middle alone, so an edge that crosses another closed contour turned its whole length toward the hole, or none of it. Each sampled piece of a closed contour is now cut where it crosses another closed contour, and each part faces a hole only where it walls one.
2026-11-09 18:19:22 -08:00
dotCooCoo bb142cc063 Revolve: the fills and strokes of one object share the paint-copy budget
Each fill or stroke with its own Revolve counted the copies of its paint from zero, so an object with several of them could draw past the 256 MiB budget. They now share one count, and past it the source path draws, as for the members of a group.

effect.apply and effect.setParams on a fill or stroke now check the Revolve in that item's paint, after the item's geometry effects before it, together with the object's other items that carry a Revolve. Before, they checked the object's top fill.

docs/revolve.md marks the axis position, type handling and member paint as VectorCraft's own rules, and docs/mcp.md says how the budget is counted.
2026-11-09 17:19:13 -08:00
dotCooCoo b07c808093 Revolve: type, groups and layers revolve, and the profile and face limits are higher
Type sweeps as its glyph outlines and stays editable. On a group or layer every visible member sweeps about one axis on the edge of the members' bounds together, each in its own paint.

A surface now takes up to 16,384 profile points and 163,840 faces. Curves take fewer samples, down to 4, when a surface passes those limits, and the command reports the failure below that, after the geometry effects before the Revolve and with the cumulative size of its paint copies counted. Mesh export turns the walls of holes toward them. Expand Appearance works on type with Extrude as well as Revolve.

Fixes #3617
2026-11-09 16:09:03 -08:00
dotCooCoo 61f83dc439 3D export: the revolve normals test checks each wall has triangles
An empty mesh passed the unit-normal, closed and outward checks without
testing a wall. The test now asserts that each revolve makes triangles.
2026-11-09 04:19:38 +07:00
dotCooCoo 88626a9194 3D export: Revolve mesh normals are unit length and short walls face out
Revolve gave each side face a normal as long as its profile edge, and
the mesh kept that length, so the glTF, OBJ and USD files of a revolved
object carried normals of any length (100 for a wall 100 pt tall). A
face whose edge was shorter than about 0.71 pt fell back to its corners'
normal, which turns inward when the profile is drawn the other way, and
its triangles then faced into the solid.

The mesh now scales every given normal to unit length before choosing
between it and the corners' normal.
2026-11-09 04:19:38 +07:00
dotCooCoo b9d999fe26 Asset Export: the 3D mesh triangle limit bounds memory across objects
The 2,000,000-triangle limit on a 3D object's meshes is now checked as
each mesh is built, so an object past it is refused before the rest of
its meshes are built:

- Revolve counts each fill's and stroke's mesh as it builds it, instead
  of building every one first.
- Inflate still solves every shape's membrane at once (the eye depends
  on the highest puff), but builds each solid only when its mesh is
  reached (inflate_meshes), so a refused object leaves the later
  solids unbuilt.
- All the objects of one 3D asset share one budget
  (three_d_meshes_of), so assets.export3D refuses an asset whose
  objects pass the limit together.
2026-11-09 03:08:23 +07:00
dotCooCoo b568977af4 Asset Export: 3D objects export as USDA, USDZ, glTF or OBJ meshes
Squashed from #6168 onto main.
2026-11-09 00:29:05 +07:00